1st Ed AD&D or HackMaster v4.0
I never reconciled the rule the limits your languages based on
Intelligence and additional racial languages known at start.
So a HackMaster Drow at start is supposed to know Common, Drow, Elf, >Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
Sign language.
But you need an Intelligence of 21 to know ten languages!
So do I therefore cut the number of languages down to INT level and let
the Player chose which ones?
Or do I aggregate the racial benefit (above of ten) as the one Common >language any character knows at start?
If there is a caveat on this I missed it.
1st Ed AD&D or HackMaster v4.0
I never reconciled the rule the limits your languages based on
Intelligence and additional racial languages known at start.
So a HackMaster Drow at start is supposed to know Common, Drow, Elf, >>Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
Sign language.
But you need an Intelligence of 21 to know ten languages!
So do I therefore cut the number of languages down to INT level and let
the Player chose which ones?
Or do I aggregate the racial benefit (above of ten) as the one Common >>language any character knows at start?
If there is a caveat on this I missed it.
I remember racial languages being in addition to the bonus languages
from high intelligence.
Why play a human, right? :-D
--
The SJW, isn�t for justice, social or otherwise. An SJW � as I have
observed � is a neo-liberal fascist with delusions of grandeur that
peppers their tenuous logic with enough newspeak-esque lingo that even
Orwell himself would step back and say, �oh snap!�.
1st Ed AD&D or HackMaster v4.0
I never reconciled the rule the limits your languages based on
Intelligence and additional racial languages known at start.
So a HackMaster Drow at start is supposed to know Common, Drow, Elf, >>Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
Sign language.
But you need an Intelligence of 21 to know ten languages!
So do I therefore cut the number of languages down to INT level and let
the Player chose which ones?
Or do I aggregate the racial benefit (above of ten) as the one Common >>language any character knows at start?
If there is a caveat on this I missed it.
I remember racial languages being in addition to the bonus languages
from high intelligence.
Why play a human, right? :-D
1st Ed AD&D or HackMaster v4.0
I never reconciled the rule the limits your languages based on >>>Intelligence and additional racial languages known at start.
So a HackMaster Drow at start is supposed to know Common, Drow, Elf, >>>Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
Sign language.
But you need an Intelligence of 21 to know ten languages!
So do I therefore cut the number of languages down to INT level and let >>>the Player chose which ones?
Or do I aggregate the racial benefit (above of ten) as the one Common >>>language any character knows at start?
If there is a caveat on this I missed it.
I remember racial languages being in addition to the bonus languages
from high intelligence.
Why play a human, right? :-D
In 1st Ed AD&D, non-humans had a limit to how many additional languages they >could learn, independent of the number on the Intelligence table.
Dwarf, Gnome, and Half-Orc: Racial languages plus a maximum of two additional >languages, even if Intelligence would normally allow more.
Elf: Racial languages plus one additional language per point of Intelligence >over 15.
Half-Elf and Halfling: Racial languages plus one additional language per point >of Intelligence over 16.
For the Unearthed Arcana races, Duergar were the same as other Dwarves, with >Drow and Svirfneblin not specified beyond "the limit prescribed by >intelligence score" and "depending on intelligence" respectively, so I would >assume they use the existing elf and gnome limits.
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